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Keeping the Wolf3D community alive, and thriving.
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Falcon*93
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PostPosted: Sat Apr 14, 2018 8:00 pm
   Subject: Keeping the Wolf3D community alive, and thriving.
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So I may be wrong but it does seem like the WolfModding scene has been slowing down since the Golden Age of the 90's and 2000's
And even since Wolf4SDL hit the scene

What can we do to get more fresh blood in and cooking up new Mods, and maybe some old school legends to roll out some new Mods?

Some things I think help

Youtube Videos
MapMakingContest
The DHW Forum Itself
Obviously BadAss Mods

What else can we do?
Social Media?

Or what can do more / better of?
Better Youtube Videos?


Personally Coding has always been my biggest obstacle
So I posted this
http://diehardwolfers.areyep.com/viewtopic.php?t=7980
with links to some C++ educational resources for begginers


OR......
AM I WRONG ALL TOGETHER?
Perhaps the wolfmodding is and always has been a slow steady train?
and I just perceived it to be booming fast back in the day?


Either way
Long Live Wolfenstein3D
DIE HARD WOLFERS 4 LIFE
lol

Smile Cool Twisted Evil

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doomjedi
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PostPosted: Sun Apr 15, 2018 8:44 am
   Subject: Re: Keeping the Wolf3D community alive, and thriving.
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For a game that old, this forum is quite active with loyal diehards.

Yes, it's not as active as it was some years ago, much less new mods and action. People get older, more busy with life I guess. More advanced mods take more time and so can't come out at same pace...maybe some advanced mods demotivated some wolfers. Donnow. But still it's great community.
Tricob
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PostPosted: Sun Apr 15, 2018 9:21 am
   Subject: Re: Keeping the Wolf3D community alive, and thriving.
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New coding features always help. I just need a few weeks off to get my compiler working and get back to coding again. I do miss coding as a whole, be it C or BASIC. When I'm eager to code, it often results in some of the best coding I've ever done at that point in time.
Tris
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PostPosted: Mon Apr 16, 2018 6:55 am
   Subject: Re: Keeping the Wolf3D community alive, and thriving.
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Seems inactive huh? Well. When people don’t respond to your updates you start wondering if “anyone gives a crap” about the mod you’re making.

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Tricob
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PostPosted: Mon Apr 16, 2018 4:54 pm
   Subject: Re: Keeping the Wolf3D community alive, and thriving.
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I honestly haven't played many new games lately ... Wolf3D mods or otherwise. I really like what your mod has to offer here, especially since I'm not really interested in EC Wolf mods.

Just didn't want to disappoint you if I never completed it. Smile
Robbbert
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PostPosted: Mon Apr 16, 2018 5:27 pm
   Subject: Re: Keeping the Wolf3D community alive, and thriving.
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I'll try out all mods I come across, excepting ECWolf as I'm not set up for that yet. The mod must run on Win98SE (some don't), must actually work without crashing, and must have cheats available.

If it looks OK, I'll eventually get to play it through.

If you are making a mod, I often won't comment until it's released. I've seen enough vaporware in my time to not get excited about something in progress.

I use Win98SE for all my 3D "dos" games, because in general, they "just work" without needing Dosbox or whatever.
linuxwolf
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PostPosted: Fri May 25, 2018 8:08 pm
   Subject: Re: Keeping the Wolf3D community alive, and thriving.
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Public exposure is a big part of keeping the community alive. Public exposure will drive further Wolf modding and then good mods will drive gamers to spend more time playing.

The map making contest is a good life-line for the community to keep it alive between mod releases.

I'd like to see more gamers on Youtube playing Wolf mods, not just the new mods but old mods as well. I think acknowledging the team/individual(s) behind a mod in a public way will attract new Wolf modders into the community.

Beyond that I think new coding tutorials and/or frameworks will be important in bringing new people into the Wolf modding scene, since as it stands its not super easy for a newcomer to make a Wolf mod sometimes - depending on what they want to do.
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PostPosted: Sat May 26, 2018 5:46 am
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I admit I haven't done much in the way of video creating myself, but that's because I haven't created *any* videos at all ... ever. I have the framework to make more than one kind of video and upload. But ... it just hasn't happened yet. If there was just one reason for this, I'd simply say it. But it's *much* more than one reason, and I honestly can't remember all of them at once. Sad
ronwolf1705
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PostPosted: Sat May 26, 2018 7:58 am
   Subject: Re: Keeping the Wolf3D community alive, and thriving.
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linuxwolf wrote:
Public exposure is a big part of keeping the community alive. Public exposure will drive further Wolf modding and then good mods will drive gamers to spend more time playing.


I guess it's a matter of the right mod at the right time. Something inventive or really funny that can be marketed for a larger audience that also shows the potential of the Wolf3D engine. Easy to use and alter, cool old-school vibe, those kinds of unique selling points.

Quote:
I'd like to see more gamers on Youtube playing Wolf mods, not just the new mods but old mods as well. I think acknowledging the team/individual(s) behind a mod in a public way will attract new Wolf modders into the community.


Youtube is fantastic in that regard. I think players like JohnLobo87 and RussianStorm are invaluable for the community.

Quote:
Beyond that I think new coding tutorials and/or frameworks will be important in bringing new people into the Wolf modding scene, since as it stands its not super easy for a newcomer to make a Wolf mod sometimes - depending on what they want to do.


It feels like it's been a while since the last coding innovation. Like, we had this period where a lot of cool new stuff was made available via tutorials, examples being floor/ceiling textures, shading, etc. It's been a while since we had a new coding tutorial as big and inventive as those ones.
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